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RANGED WEAPONS

Weapon Damage Critical

Damage Type

Range Increment

Rate of Fire

Magazine

Size

Weight

Purchase DC

Restriction

Handguns
Beretta 92F (9mm autoloader) Beretta 93R (9mm machine pistol) Colt Double Eagle (10mm autoloader) Colt M1911 (.45 autoloader) Colt Python (.357 revolver) (1) Derringer (.45) Desert Eagle (.50AE autoloader) Glock 17 (9mm autoloader) (1) Glock 20 (10mm autoloader) (1)
MAC Ingram M10 (.45 machine pistol)

2d6 2d6 2d6 2d6 2d6 2d6 2d8 2d6 2d6 2d6 2d4 2d6 2d8 2d6 2d4 2d6 2d4

20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20

Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic

40 ft. 30 ft. 30 ft. 30 ft. 40 ft. 10 ft. 40 ft. 30 ft. 40 ft. 40 ft. 20 ft. 30 ft. 30 ft. 30 ft. 40 ft. 40 ft. 30 ft.

S S,B,A S S S Single S S S S,A S S S S S,A S or A S

15 box 20 box 9 box 7 box 6 cyl. 2 int. 9 box 17 box 15 box 30 box 6 cyl. 6 cyl. 6 cyl. 8 box 20 box 32 box 7 box

Small Medium Small Small Medium Tiny Medium Small Small Medium Tiny Small Medium Tiny Medium Medium Small

3 lb. 3 lb. 3 lb. 3 lb. 3 lb. 1 lb. 4 lb. 2 lb. 3 lb. 6 lb. 1 lb. 2 lb. 3 lb. 2 lb. 4 lb. 4 lb. 1 lb.

16 18 16 15 15 14 18 18 18 15 14 14 15 15 17 14 15

Lic (+1) Res (+2) Lic (+1) Lic (+1) Lic (+1) Lic (+1) Lic (+1) Lic (+1) Lic (+1) Res (+2) Lic (+1) Lic (+1) Lic (+1) Lic (+1) Res (+2) Res (+2) Lic (+1)

Pathfinder (.22 revolver) Ruger Service-Six (.38S revolver) S&W M29 (.44 magnum revolver) SITES M9 (9mm autoloader) Skorpion (.32 machine pistol) TEC-9 (9mm machine pistol) Walther PPK (.32 autoloader)

Longarms
AKM/AK-47 (7.62mmR assault rifle) Barrett Light Fifty (.50 sniper rifle) Beretta M3P (12-gauge shotgun) Browning BPS (10-gauge shotgun) HK G3 (7.62mm assault rifle) HK MP5 (9mm submachine gun) (1) HK MP5K (9mm submachine gun) HK PSG1 (7.62mm sniper rifle) (1) M16A2 (5.56mm assault rifle) M4 Carbine (5.56mm assault rifle) Mossberg (12-gauge shotgun)
Remington 700 (7.62mm hunting rifle)

2d8 2d12 2d8 2d10 2d10 2d6 2d6 2d10 2d8 2d8 2d8 2d10 2d8 2d8 2d6 2d10

20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20

Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic Ballistic

70 ft. 120 ft. 30 ft. 30 ft. 90 ft. 50 ft. 40 ft. 90 ft. 80 ft. 60 ft. 30 ft. 80 ft. 10 ft. 80 ft. 40 ft. 90 ft.

S,A S S S S,A S,B,A S,B,A S S,B,A S,A S Single S S,B,A S,A S

30 box 11 box 5 box 5 int. 20 box 30 box 15 box 5 box 30 box 30 box 6 int. 5 int. 2 int. 30 box 20 box 6 int.

Large Huge Large Large Large Large Medium Large Large Large Large Large Medium Large Large Large

10 lb. 35 lb. 9 lb. 11 lb. 11 lb. 7 lb. 5 lb. 16 lb. 8 lb. 7 lb. 7 lb. 8 lb. 4 lb. 9 lb. 8 lb. 7 lb.

15 22 16 16 19 20 19 22 16 16 15 17 15 19 18 15

Res (+2) Lic (+1) Lic (+1) Lic (+1) Res (+2) Res (+2) Res (+2) Lic (+1) Res (+2) Res (+2) Lic (+1) Lic (+1) Lic (+1) Res (+2) Res (+2) Lic (+1)

Sawed-off Shotgun (12-gauge shotgu Steyr AUG (5.56 assault rifle) Uzi (9mm submachine gun) Winchester 94 (.444 hunting rifle)

Heavy Weapons
M-60 (medium machine gun) M2HB (heavy machine gun) M72A3 LAW (rocket launcher) M79 (grenade launcher) RPG-7 (rocket launcher) 2d8 2d12 10d6 (2) Varies (2) 6d6 (2) 20 20 Ballistic Ballistic 100 ft. 110 ft. 150 ft. 70 ft. 100 ft. A A 1 1 1 Linked Linked 1 int. 1 int. 1 int. Huge Huge Large Large Large 22 lb. 75 lb. 5 lb. 7 lb. 18 lb. 21 22 15 14 12 Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3)

Other Ranged Weapons


Compound Bow (archaic) (2) Crossbow (simple) Flamethrower (no feat needed) (3) Javelin (simple) Pepper Spray (simple) Shuriken (archaic) Taser (simple) Whip (simple) 1d8 1d10 3d6 1d6 Special (2) 1 1d4 (2) 1d2 20 19-20 20 20 20 Piercing Piercing Fire Piercing Special (2) Piercing Electricity Slashing 40 ft. 40 ft. 30 ft. 5 ft. 10 ft. 5 ft. 15 ft. (3) 1 1 1 1 1 1 1 1 1 int. 10 int. 1 int. 1 int. Large Medium Large Medium Tiny Tiny Small Small 3 lb. 7 lb. 50 lb. 2 lb. lb. lb. 2 lb. 2 lb. 10 9 17 4 5 3 7 4 Mil (+3) -

GRENADES AND EXPLOSIVES


Weapon 40mm fragmentation granade C4/Semtex Claymore Mine Det Cord Dynamite Flash-Bang Grenade Fragmentation grenade Smoke Grenade Tear Gas Grenade Thermite Grenade White Phosphorus Grenade Damage 3d6 4d6 6d6 (2) 2d6 2d6 - (2) 4d6 Special 6d6 2d6 Critical -

Damage Type Slasing Concussion Concussion Fire Concussion Special Slasing Fire Fire

Burst Radius 10 ft. 10 ft. 40 ft. Special 5 ft. 15 ft. 20 ft. Special Special 5 ft. 20 ft.

Reflex DC 15 18 16 12 15 - (2) 15 12 12

Range Increment 10 ft. 10 ft. 10 ft. 10 ft. 10 ft. 10 ft. 10 ft.

Size Tiny Small Small Medium Tiny Tiny Tiny Small Small Small Small

Weight 1 lb. 1 lb. 2 lb. 2 lb. 1 lb. 1 lb. 1 lb. 2 lb. 2 lb. 2 lb. 2 lb.

Purchase DC
16 (6 gren.)

Restriction Mil (+3) Mil (+3) Mil (+3) Res (+2) Lic (+1) Res (+2) Mil (+3) Res (+2) Mil (+3) Mil (+3)

12 (4 blocks) 15 (2 mines) 8 (50 ft.)


12 (12 sticks)

14 (6 gren.) 15 (6 gren.)

10 (6 gren.)
12 (6 gren.) 17 (6 gren.) 15 (6 gren.)

SPLASH WEAPONS
Weapon Acid, mild Molotov Cocktail

Direct Damage 1d6 1d6

Splash Damage 1 1

Critical 20 20

Damage Type Acid Fire

Reflex DC -

Range Increment 10 ft. 10 ft.

Size Tiny Small

Weight 1 lb. 1 lb.

Purchase DC 6 6 (comp.)

Restriction -

(1) This mastercraft weapon grants a +1 bonus on attack rolls; (2) This weapon does special damage; (3) Special rules

MELEE WEAPONS
Weapon Damage +1 (1) 1d6 1d6 1d4 1d6 1d4 1d6 1d6 (1) 1d3 1d4 Critical

Damage Type

Range Increment

Size

Weight

Purchase DC

Restriction

Simple Weapons
Brass Knuckes Cleaver Club Knife Metal Baton Pistol Whip Rifle Butt Sap Stun Gun (1) Tonfa (1) 20 19-20 20 19-20 19-20 20 20 20 20 20 Bludgeoning Slashing Bludgeoning Piercing Bludgeoning Bludgeoning Bludgeoning Bludgeoning Electricity Bludgeoning 10 ft. 10 ft. Tiny Small Medium Tiny Medium Small Large Small Tiny Medium 1 lb. 2 lb. 3 lb. 1 lb. 2 lb. 3 lb. 1 lb. 2 lb. 5 5 4 7 8 2 5 6 -

Archaic Weapons
Bayonet (fixed) (1) Hatchet Longsword Machete Rapier Spear Straight Razor Sword Cane (1) 1d4/1d6 1d6 1d8 1d6 1d6 1d8 1d4 1d6 20 20 19-20 19-20 18-20 20 19-20 18-20 Piercing Slashing Slashing Slashing Piercing Piercing Slashing Piercing 10 ft. Large Small Medium Small Medium Large Tiny Medium 1 lb. 4 lb. 4 lb. 2 lb. 3 lb. 9 lb. lb. 3 lb. 7 4 11 5 10 6 4 9 -

Exotic Weapons
Chain (1) Chain Saw Kama Katana Kukri Nunchaku Three-Section Staff (1) (1) Special rules 1d6/1d6 3d6 1d6 2d6 1d4 1d6 1d10/1d10 20 20 20 19-20 18-20 20 20 Bludgeoning Slashing Slashing Slashing Slashing Bludgeoning Bludgeoning Large Large Small Large Small Small Large 5 lb. 10 lb. 2 lb. 6 lb. 1 lb. 2 lb. 3 lb. 5 9 5 12 5 3 4 -

ARMOR
Armor Type

Equipment Bonus

Nonprof. Bonus

Max Dex Bonus

Armor Penalty

Speed Weight

Purchase DC

Restriction

Light Armor
Leather Jacket Leather Armor Impromptu Archaic +1 +2 +2 +2 +3 +1 +1 +1 +1 +1 +8 +6 +7 +6 +5 -0 -0 -0 -1 -2 30 30 30 30 30 4 lb. 15 lb. 2 lb. 2 lb. 3 lb. 10 12 15 13 14 Lic. (+1) Lic. (+1) Lic. (+1)

Light Undercover Shirt Concealable Pull-up Pouch Vest Undercover Vest Concealable Concealable

Medium Armor
Concealable Vest Chainmail Shirt Light-duty Vest Tactical Vest Concealable Archaic Tactical Tactical +4 +5 +5 +6 +2 +2 +2 +2 +4 +2 +3 +2 -3 -5 -4 -5 25 20 25 25 4 lb. 40 lb. 8 lb. 10 lb. 15 18 16 17 Lic. (+1) Lic. (+1) Lic. (+1)

Heavy Armor
Special Response Vest Plate Mail Forced Entry Unit Tactical Archaic Tactical +7 +8 +9 +3 +3 +3 +1 +1 +0 -6 -6 -8 20 20 20 15 lb. 50 lb. 20 lb. 18 23 19 Lic. (+1) Lic. (+1)

IMPROVISED WEAPON DAMAGE


Size Tiny Small Medium Examples Fist-sized rock, mug, screwdriver Bottle, drill, fire extinguisher Bar stool, brick, briefcase, bowling b ll Damage Size 1 1d2 1d3 1d4 Large Huge Examples Empty garbage can, guitar, tire iron 10-foot ladder, mailbox, oil barrel Damage 1d6 1d8 2d6 2d8
Diminutive Ashtray, CD disk case

Gargantuan Desk, dumpster, file cabinet, large f Colossal Junked vehicle, stoplight, telephone

CHAR. GENERATION
Score 8 9 10 11 12 13 Cost 0 1 2 3 4 5 Score 14 15 16 17 18 Cost 6 8 10 13 16

ACTION POINTS
Character Level 1st-7th 8th-14th 15th-20th Action Point Dice 1d6 2d6 3d6

LOSING WEALTH
Purchase DC 15+
1-10 higher than current Wealth
11-15 higher than current wealth

Decrease 1 1 1d6 2d6

16+ higher than current Wea

DIFF. CLASSES
Difficulty Very Easy Easy Average Tough Challenging Formidable Heroic Superheroic DC 0 5 10 15 20 25 30 35

REQUISITION (Level check)


Situation Object necessary for assignment Object has obvious application for assignment
Object has peripheral application for assignment

PURCHASE DCs
Modifier +6 +4 +2 -2 -2 -2 -4 -6 -8 +2 +2
Item Cost $5 $12 $20 $30 $40 $55 $70 $90 $120 $150 $200 $275 $350 $500 $650 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26

Purch. DC

Item Cost $15,000 $20,000 $27,500 $35,000 $50,000 $65,000 $90,000 $120,000 $150,000 $200,000 $275,000 $350,000 $500,000 $650,000 $900,000 $1,200,000 $1,500,000 $2,000,000 $2,750,000 $3,500,000 $5,000,000 $6,500,000 $9,000,000 $12,000,000

Purch. DC 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

Object has no application for assignment Object is rare Object is Licensed Object is Restricted Object is Military Object is Illegal Hero proficient in use of object
Returned all gear undamaged on previous mission

Nearly Impossible 40

OBJECT HARDNESS AND HIT POINTS


Obeject Lock Cheap Average High quality High security Ultrahigh security Manufactured objects Fine Diminutive Tiny Small Medium-size Large Huge Gargantuan Colossal Firearm, Medium-size Rope Simple wooden door Strong wooden door Steel door Cinderblock wall Chain Handcuffs Metal bars Tires (1) Puncture-resistant tires (1) Windshields (2) (1) Def 10, mod. by speed (2) Def 10 (front/rear) or 12 (side), mod. by speed 0 0 1 3 5 5 8 8 10 5 0 5 5 10 8 10 10 10 0 3 3 1 1 2 3 5 10 10 20 30 7 2 10 20 120 90 5 10 15 2 5 2 10 10 10 12 15 15 20 30 50 17 23 13 23 35 35 26 30 30 0 3 5 10 20 1 5 10 120 150 10 15 20 35 40 Hardness Hit Points Break DC

$900 $1,200 $1,500 $2,000 $2,750 $3,500 $5,000 $6,500 $9,000 $12,000

THROWN EXPLOSIVES 1 2

4-5 range increm. (1d12) 12 1 2 3

2-3 range increm. (1d8) 11 8 1 2 On target (1d4) 4 3 3 4

10

ACTIONS IN COMBAT
Attack Actions Attack (melee) Attack (ranged) Attack (unarmed) Attack (aid another) Bull rush (attack) Escape a grapple Feint Ready Make a dying character stable Attack a weapon Attack an object Total defense Use a skill that takes an attack action Start/complete full-round action Full-Round Actions Bull rush (charge) Charge Coup de grace Full attack Overrun (charge) Run Withdraw Extinguish flames Use a skill that takes a full round Reload a firearm with internal magazine No Action Delay 5-foot step AoO No Yes Yes No No No No No Yes Yes Maybe No Usually Varies AoO No No Yes No No Yes No No Usually Yes AoO No No Move Actions Move your speed Use a piece of equipment Climb (one-quarter your speed) Climb (one-half your speed) Crawl Draw a weapon Holster a weapon Move a heavy object Open a door Pick up an object
Reload a firearm (box mag or speed loader)

BASE ATT. BONUS


AoO Yes No No No No No Yes Yes No Yes Yes Yes No No Usually AoO No No No AoO Yes Yes Yes No Varies
BAB +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 Additional Attacks +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

Retrieve a stored object Stand up from prone, sitting or kneeling Swim Use a skill that takes a move action Free Actions Drop an object Drop to prone, sitting or kneeling Speak Action Type Varies Disarm Grapple Load a weapon Trip an opponent Use a feat

SIZE MODIFIERS
Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive Fine Def Mod. -8 -4 -2 -1 +0 +1 +2 +4 +8

Grapple Mod. +16 +12 +8 +4 +0 -4 -8 -12 -16

HEALING
Method Normal rest (8 hrs) Complete rest (24 hrs) Long term care (24 hrs) Restore hit points Surgery DC 15 15 20 Result 1 hp/ character lev/ day 2 hp/ character lev/ day 3 hp/ character lev/ day 1d4 hp 1d6 hp/ character lev

TWO-WEAPON FIGHTING
Circumstances Normal penalties Off-hand weapon is light Two-Weapon Fighting feat Off-hand weapon is light and Two-Weapon Fighting feat

Primary Off Hand Hand -6 -4 -4 -2 -10 -8 -4 -2

DEFENSE MODIFIERS

DYING AND RECOVERING


Task Remain conscious from non-lethal damage Avoid effects of Massive Damage Stabilize when dying without help Regain consciousness (once stable) Stabilize a dying character Skill or Save Fortitude Fortitude Fortitude Fortitude Treat Injury DC 15 15 20 20 15

Circumstance Defender sitting or kneeling Defender prone Defender stunned or cowering (1) Defender climbing (1) Defender flat-footed (1) Defender running (1) Defender grappling (attacker not) (1) Defender pinned (2) Defender helpless (1)

Melee -2 -4 -2 -2 +0 +0 +0 -4 +0

Ranged +2 +4 -2 -2 +0 +2 +0 +0 +0

COVER
Degree of Cover One-quarter One-half Three-quarters Nine-tenths Total Defense +2 +4 +7 +10 -

Ref Save +1 +2 +3 +4 -

CONCEALMENT
Concealment One-quarter One-half Three-quarters Nine-tenths Total

Miss Chance 10% 20% 30% 40% 50%

ATTACK MODIFIERS
Circumstance Attacker flanking defender Attacker on higher ground Attacker prone Attacker invisible (1) Melee +2 +1 -4 +2 Ranged +0 +2

(1) No Dex bonus; (2) Dex =0 (-5 modifier)

VEHICLE SPEEDS AND MODIFIERS


Speed Category Stationary Alley speed Street speed
Highway speed

Character Scale Movement Turn Number 0 1-20 21-50 51-150 151+ 1 2 4 8

Chase Scale Movement Turn Number 0 1-2 3-5 6-15 16+ 1 1 2 2

Denefse Modifier +0 +0 +1 +2 +4

COLLISION DAMAGE
Check/Roll Modifier +0 -1 -2 -4

Highest Speed Alley speed Street speed Highway speed All-out Smallest Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive/Fine Colliding Vehicle's Target Stationary Moving, head-on or 45 deg. from head-on Moving, perpendicular Moving, rear or 45 deg. from rear Sideswiped Occupants Cover None

Damage Die d2 d4 d8 d12 Number of Dice 20 16 12 8 4 2 1 0

All-out

VEHICLE SIZES
Vechicle Size Colossal Gargantuan Huge Large Medium-size

CONCEALING OBJECTS (vs. Spot)


Condition Object is Fine Object is Diminutive Object is Tiny Object is Small Object is Medium-sized Object is Large Object is Huge or larger Clothing is tight or small Clothing is loose or bulky Sleight of Hand Mod. +12 +8 +4 +0 -4 -8 can't conceal -4 +2 +2 +4 -2 -4

Size Modifier -8 -4 -2 -1 +0

Multiplier 1 2 1 1/2 1/4 Multiplier 1 1/2 1/4 None

FAVORS
DC Favor Easy 10 (up to half Wealth) Problematic 15 (up to Wealth) Difficult 20 (up to twice Wealth)

Clothing is modified for concealing Weapon in concealed carry holster Weapon can be drawn normally
Weapon can be drawn as a free action

DAMAGE FROM FALLING OBJECTS


Size Fine Diminutive Examples Penny Paperweight Wrench Vase Initial Damage 0 1 1d3 1d4 1d6 2d6 4d6 8d6 10d6 n/a 0 5 10 15 20 25 30 35

Reflex Save DC

Strength Check DC n/a n/a n/a 5 10 20 30 40 50

One-quarter One-half Three-quarters or more

ELECTRICITY DAMAGE
Type Jolt Low voltage
Medium voltage

Tiny Small

Damage 1d3 2d6 4d6 8d6

Fort DC 10 15 15 20

Medium-size Briefcase Large Huge Garbage Oil barrel

ACID DAMAGE
Acid Mild Potent Concentrated Splash Immers. 1d6 2d6 3d6 1d10 2d10 3d10

Gargantuan Piano Colossal Vehicle

High voltage

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